/*
 * Copyright (C) 2005 - 2013 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008 - 2013 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010 - 2013 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "Common.h"
#include "CreatureEventAI.h"
#include "CreatureEventAIMgr.h"
#include "ObjectMgr.h"
#include "Spell.h"
#include "World.h"
#include "Cell.h"
#include "CellImpl.h"
#include "GameEventMgr.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "InstanceScript.h"
#include "SpellMgr.h"
#include "CreatureAIImpl.h"
#include "ConditionMgr.h"

bool CreatureEventAIHolder::UpdateRepeatTimer(Creature* creature, uint32 repeatMin, uint32 repeatMax)
{
    if (repeatMin == repeatMax)
        Time = repeatMin;
    else if (repeatMax > repeatMin)
        Time = urand(repeatMin, repeatMax);
    else
    {
        sLog->outErrorDb("CreatureEventAI: Creature %u using Event %u (Type = %u) has RandomMax < RandomMin. Event repeating disabled.", creature->GetEntry(), Event.event_id, Event.event_type);
        Enabled = false;
        return false;
    }

    return true;
}

int CreatureEventAI::Permissible(const Creature *creature)
{
    if (creature->GetAIName() == "EventAI")
        return PERMIT_BASE_SPECIAL;
    return PERMIT_BASE_NO;
}

CreatureEventAI::CreatureEventAI(Creature *c) :
        CreatureAI(c)
{
    // Need make copy for filter unneeded steps and safe in case table reload
    CreatureEventAI_Event_Map::const_iterator CreatureEvents = sEventAIMgr->GetCreatureEventAIMap().find(me->GetEntry());
    if (CreatureEvents != sEventAIMgr->GetCreatureEventAIMap().end())
    {
        std::vector<CreatureEventAI_Event>::const_iterator i;
        for (i = (*CreatureEvents).second.begin(); i != (*CreatureEvents).second.end(); ++i)
        {
            //Debug check
#ifndef ARKCORE_DEBUG
            if ((*i).event_flags & EFLAG_DEBUG_ONLY)
                continue;
#endif
            if (me->GetMap()->IsDungeon())
            {
                if ((1 << (me->GetMap()->GetSpawnMode() + 1)) & (*i).event_flags)
                {
                    //event flagged for instance mode
                    m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
                }
                continue;
            }
            m_CreatureEventAIList.push_back(CreatureEventAIHolder(*i));
        }
        //EventMap had events but they were not added because they must be for instance
        if (m_CreatureEventAIList.empty())
            sLog->outError("CreatureEventAI: Creature %u has events but no events added to list because of instance flags.", me->GetEntry());
    }
    else
        sLog->outError("CreatureEventAI: EventMap for Creature %u is empty but creature is using CreatureEventAI.", me->GetEntry());

    m_bEmptyList = m_CreatureEventAIList.empty();
    m_Phase = 0;
    m_CombatMovementEnabled = true;
    m_MeleeEnabled = true;
    m_AttackDistance = 0.0f;
    m_AttackAngle = 0.0f;

    m_InvinceabilityHpLevel = 0;

    //Handle Spawned Events
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
            if (SpawnedEventConditionsCheck((*i).Event))
                ProcessEvent(*i);
    }
}

bool CreatureEventAI::ProcessEvent(CreatureEventAIHolder& pHolder, Unit* pActionInvoker /*=NULL*/)
{
    if (!pHolder.Enabled || pHolder.Time)
        return false;

    //Check the inverse phase mask (event doesn't trigger if current phase bit is set in mask)
    if (pHolder.Event.event_inverse_phase_mask & (1 << m_Phase))
        return false;

    CreatureEventAI_Event const& event = pHolder.Event;

    //Check event conditions based on the event type, also reset events
    switch (event.event_type)
    {
    case EVENT_T_TIMER:
        if (!me->isInCombat())
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.timer.repeatMin, event.timer.repeatMax);
        break;
    case EVENT_T_TIMER_OOC:
        if (me->isInCombat())
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.timer.repeatMin, event.timer.repeatMax);
        break;
    case EVENT_T_HP:
    {
        if (!me->isInCombat() || !me->GetMaxHealth())
            return false;

        uint32 perc = uint32(me->GetHealthPct());

        if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
        break;
    }
    case EVENT_T_MANA:
    {
        if (!me->isInCombat() || !me->GetMaxPower(POWER_MANA))
            return false;

        uint32 perc = (me->GetPower(POWER_MANA) * 100) / me->GetMaxPower(POWER_MANA);

        if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
        break;
    }
    case EVENT_T_AGGRO:
        break;
    case EVENT_T_KILL:
        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.kill.repeatMin, event.kill.repeatMax);
        break;
    case EVENT_T_DEATH:
    case EVENT_T_EVADE:
        break;
    case EVENT_T_SPELLHIT:
        //Spell hit is special case, param1 and param2 handled within CreatureEventAI::SpellHit

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.spell_hit.repeatMin, event.spell_hit.repeatMax);
        break;
    case EVENT_T_RANGE:
        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.range.repeatMin, event.range.repeatMax);
        break;
    case EVENT_T_OOC_LOS:
        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.ooc_los.repeatMin, event.ooc_los.repeatMax);
        break;
    case EVENT_T_RESET:
    case EVENT_T_SPAWNED:
        break;
    case EVENT_T_TARGET_HP:
    {
        if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxHealth())
            return false;

        uint32 perc = uint32(me->getVictim()->GetHealthPct());

        if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
        break;
    }
    case EVENT_T_TARGET_CASTING:
        if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->IsNonMeleeSpellCasted(false, false, true))
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.target_casting.repeatMin, event.target_casting.repeatMax);
        break;
    case EVENT_T_FRIENDLY_HP:
    {
        if (!me->isInCombat())
            return false;

        Unit* pUnit = DoSelectLowestHpFriendly((float) event.friendly_hp.radius, event.friendly_hp.hpDeficit);
        if (!pUnit)
            return false;

        pActionInvoker = pUnit;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.friendly_hp.repeatMin, event.friendly_hp.repeatMax);
        break;
    }
    case EVENT_T_FRIENDLY_IS_CC:
    {
        if (!me->isInCombat())
            return false;

        std::list<Creature*> pList;
        DoFindFriendlyCC(pList, (float) event.friendly_is_cc.radius);

        //List is empty
        if (pList.empty())
            return false;

        //We don't really care about the whole list, just return first available
        pActionInvoker = *(pList.begin());

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.friendly_is_cc.repeatMin, event.friendly_is_cc.repeatMax);
        break;
    }
    case EVENT_T_FRIENDLY_MISSING_BUFF:
    {
        std::list<Creature*> pList;
        DoFindFriendlyMissingBuff(pList, (float) event.friendly_buff.radius, event.friendly_buff.spellId);

        //List is empty
        if (pList.empty())
            return false;

        //We don't really care about the whole list, just return first available
        pActionInvoker = *(pList.begin());

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.friendly_buff.repeatMin, event.friendly_buff.repeatMax);
        break;
    }
    case EVENT_T_SUMMONED_UNIT:
    {
        //Prevent event from occuring on no unit or non creatures
        if (!pActionInvoker || pActionInvoker->GetTypeId() != TYPEID_UNIT)
            return false;

        //Creature id doesn't match up
        if (pActionInvoker->ToCreature()->GetEntry() != event.summon_unit.creatureId)
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.summon_unit.repeatMin, event.summon_unit.repeatMax);
        break;
    }
    case EVENT_T_TARGET_MANA:
    {
        if (!me->isInCombat() || !me->getVictim() || !me->getVictim()->GetMaxPower(POWER_MANA))
            return false;

        uint32 perc = (me->getVictim()->GetPower(POWER_MANA) * 100) / me->getVictim()->GetMaxPower(POWER_MANA);

        if (perc > event.percent_range.percentMax || perc < event.percent_range.percentMin)
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.percent_range.repeatMin, event.percent_range.repeatMax);
        break;
    }
    case EVENT_T_REACHED_HOME:
    case EVENT_T_RECEIVE_EMOTE:
        break;
    case EVENT_T_BUFFED:
    {
        //Note: checked only aura for effect 0, if need check aura for effect 1/2 then
        // possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
        Aura const * aura = me->GetAura(event.buffed.spellId);
        if (!aura || aura->GetStackAmount() < event.buffed.amount)
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.buffed.repeatMin, event.buffed.repeatMax);
        break;
    }
    case EVENT_T_TARGET_BUFFED:
    {
        //Prevent event from occuring on no unit
        if (!pActionInvoker)
            return false;

        //Note: checked only aura for effect 0, if need check aura for effect 1/2 then
        // possible way: pack in event.buffed.amount 2 uint16 (ammount+effectIdx)
        Aura const * aura = pActionInvoker->GetAura(event.buffed.spellId);
        if (!aura || aura->GetStackAmount() < event.buffed.amount)
            return false;

        //Repeat Timers
        pHolder.UpdateRepeatTimer(me, event.buffed.repeatMin, event.buffed.repeatMax);
        break;
    }
    default:
        sLog->outErrorDb("CreatureEventAI: Creature %u using Event %u has invalid Event Type(%u), missing from ProcessEvent() Switch.", me->GetEntry(), pHolder.Event.event_id, pHolder.Event.event_type);
        break;
    }

    //Disable non-repeatable events
    if (!(pHolder.Event.event_flags & EFLAG_REPEATABLE))
        pHolder.Enabled = false;

    //Store random here so that all random actions match up
    uint32 rnd = rand();

    //Return if chance for event is not met
    if (pHolder.Event.event_chance <= rnd % 100)
        return false;

    //Process actions
    for (uint8 j = 0; j < MAX_ACTIONS; ++j)
        ProcessAction(pHolder.Event.action[j], rnd, pHolder.Event.event_id, pActionInvoker);

    return true;
}

void CreatureEventAI::ProcessAction(CreatureEventAI_Action const& action, uint32 rnd, uint32 EventId, Unit* pActionInvoker)
{
    switch (action.type)
    {
    case ACTION_T_TEXT:
    {
        if (!action.text.TextId1)
            return;

        int32 temp = 0;

        if (action.text.TextId2 && action.text.TextId3)
            temp = RAND(action.text.TextId1, action.text.TextId2, action.text.TextId3);
        else if (action.text.TextId2 && urand(0, 1))
            temp = action.text.TextId2;
        else
            temp = action.text.TextId1;

        if (temp)
        {
            Unit* target = NULL;

            if (pActionInvoker)
            {
                if (pActionInvoker->GetTypeId() == TYPEID_PLAYER)
                    target = pActionInvoker;
                else if (Unit* owner = pActionInvoker->GetOwner())
                {
                    if (owner->GetTypeId() == TYPEID_PLAYER)
                        target = owner;
                }
            }
            else
            {
                target = me->getVictim();
                if (target && target->GetTypeId() != TYPEID_PLAYER)
                    if (Unit* owner = target->GetOwner())
                        if (owner->GetTypeId() == TYPEID_PLAYER)
                            target = owner;
            }

            DoScriptText(temp, me, target);
        }
        break;
    }
    case ACTION_T_SET_FACTION:
    {
        if (action.set_faction.factionId)
            me->setFaction(action.set_faction.factionId);
        else
        {
            if (CreatureInfo const* ci = GetCreatureTemplateStore(me->GetEntry()))
            {
                //if no id provided, assume reset and then use default
                if (me->getFaction() != ci->faction_A)
                    me->setFaction(ci->faction_A);
            }
        }
        break;
    }
    case ACTION_T_MORPH_TO_ENTRY_OR_MODEL:
    {
        if (action.morph.creatureId || action.morph.modelId)
        {
            //set model based on entry from creature_template
            if (action.morph.creatureId)
            {
                if (CreatureInfo const* ci = GetCreatureTemplateStore(action.morph.creatureId))
                {
                    uint32 display_id = sObjectMgr->ChooseDisplayId(0, ci);
                    me->SetDisplayId(display_id);
                }
            }
            //if no param1, then use value from param2 (modelId)
            else
                me->SetDisplayId(action.morph.modelId);
        }
        else
            me->DeMorph();
        break;
    }
    case ACTION_T_SOUND:
        me->PlayDirectSound(action.sound.soundId);
        break;
    case ACTION_T_EMOTE:
        me->HandleEmoteCommand(action.emote.emoteId);
        break;
    case ACTION_T_RANDOM_SOUND:
    {
        int32 temp = GetRandActionParam(rnd, action.random_sound.soundId1, action.random_sound.soundId2, action.random_sound.soundId3);
        if (temp >= 0)
            me->PlayDirectSound(temp);
        break;
    }
    case ACTION_T_RANDOM_EMOTE:
    {
        int32 temp = GetRandActionParam(rnd, action.random_emote.emoteId1, action.random_emote.emoteId2, action.random_emote.emoteId3);
        if (temp >= 0)
            me->HandleEmoteCommand(temp);
        break;
    }
    case ACTION_T_CAST:
    {
        Unit* target = GetTargetByType(action.cast.target, pActionInvoker);
        Unit* caster = me;

        if (!target)
            return;

        if (action.cast.castFlags & CAST_FORCE_TARGET_SELF)
            caster = target;

        //Allowed to cast only if not casting (unless we interrupt ourself) or if spell is triggered
        bool canCast = !caster->IsNonMeleeSpellCasted(false) || (action.cast.castFlags & (CAST_TRIGGERED | CAST_INTERRUPT_PREVIOUS));

        // If cast flag CAST_AURA_NOT_PRESENT is active, check if target already has aura on them
        if (action.cast.castFlags & CAST_AURA_NOT_PRESENT)
        {
            if (target->HasAura(action.cast.spellId))
                return;
        }

        if (canCast)
        {
            const SpellEntry* tSpell = GetSpellStore()->LookupEntry(action.cast.spellId);

            //Verify that spell exists
            if (tSpell)
            {
                //Check if cannot cast spell
                if (!(action.cast.castFlags & (CAST_FORCE_TARGET_SELF | CAST_FORCE_CAST)) && !CanCast(target, tSpell, (action.cast.castFlags & CAST_TRIGGERED)))
                {
                    //Melee current victim if flag not set
                    if (!(action.cast.castFlags & CAST_NO_MELEE_IF_OOM))
                    {
                        if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
                        {
                            m_AttackDistance = 0.0f;
                            m_AttackAngle = 0.0f;

                            me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
                        }
                    }
                }
                else
                {
                    //Interrupt any previous spell
                    if (caster->IsNonMeleeSpellCasted(false) && action.cast.castFlags & CAST_INTERRUPT_PREVIOUS)
                        caster->InterruptNonMeleeSpells(false);

                    caster->CastSpell(target, action.cast.spellId, (action.cast.castFlags & CAST_TRIGGERED));
                }
            }
            else
                sLog->outErrorDb("CreatureEventAI: event %d creature %d attempt to cast spell that doesn't exist %d", EventId, me->GetEntry(), action.cast.spellId);
        }
        break;
    }
    case ACTION_T_SUMMON:
    {
        Unit* target = GetTargetByType(action.summon.target, pActionInvoker);

        Creature* pCreature = NULL;

        if (action.summon.duration)
            pCreature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, action.summon.duration);
        else
            pCreature = me->SummonCreature(action.summon.creatureId, 0.0f, 0.0f, 0.0f, 0.0f, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);

        if (!pCreature)
            sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. Spawn event %d is on creature %d", action.summon.creatureId, EventId, me->GetEntry());
        else if (action.summon.target != TARGET_T_SELF && target)
            pCreature->AI()->AttackStart(target);
        break;
    }
    case ACTION_T_THREAT_SINGLE_PCT:
        if (Unit* target = GetTargetByType(action.threat_single_pct.target, pActionInvoker))
            me->getThreatManager().modifyThreatPercent(target, action.threat_single_pct.percent);
        break;
    case ACTION_T_THREAT_ALL_PCT:
    {
        std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
        for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
            if (Unit* Temp = Unit::GetUnit(*me, (*i)->getUnitGuid()))
                me->getThreatManager().modifyThreatPercent(Temp, action.threat_all_pct.percent);
        break;
    }
    case ACTION_T_QUEST_EVENT:
        if (Unit* target = GetTargetByType(action.quest_event.target, pActionInvoker))
            if (target->GetTypeId() == TYPEID_PLAYER)
                target->ToPlayer()->AreaExploredOrEventHappens(action.quest_event.questId);
        break;
    case ACTION_T_CAST_EVENT:
        if (Unit* target = GetTargetByType(action.cast_event.target, pActionInvoker))
            if (target->GetTypeId() == TYPEID_PLAYER)
                target->ToPlayer()->CastedCreatureOrGO(action.cast_event.creatureId, me->GetGUID(), action.cast_event.spellId);
        break;
    case ACTION_T_SET_UNIT_FIELD:
    {
        Unit* target = GetTargetByType(action.set_unit_field.target, pActionInvoker);

        // not allow modify important for integrity object fields
        if (action.set_unit_field.field < OBJECT_END || action.set_unit_field.field >= UNIT_END)
            return;

        if (target)
            target->SetUInt32Value(action.set_unit_field.field, action.set_unit_field.value);

        break;
    }
    case ACTION_T_SET_UNIT_FLAG:
        if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
            target->SetFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
        break;
    case ACTION_T_REMOVE_UNIT_FLAG:
        if (Unit* target = GetTargetByType(action.unit_flag.target, pActionInvoker))
            target->RemoveFlag(UNIT_FIELD_FLAGS, action.unit_flag.value);
        break;
    case ACTION_T_AUTO_ATTACK:
        m_MeleeEnabled = action.auto_attack.state != 0;
        break;
    case ACTION_T_COMBAT_MOVEMENT:
        // ignore no affect case
        if (m_CombatMovementEnabled == (action.combat_movement.state != 0))
            return;

        m_CombatMovementEnabled = action.combat_movement.state != 0;

        //Allow movement (create new targeted movement gen only if idle)
        if (m_CombatMovementEnabled)
        {
            Unit* victim = me->getVictim();
            if (me->isInCombat() && victim)
            {
                if (action.combat_movement.melee)
                {
                    me->AddUnitState(UNIT_STAT_MELEE_ATTACKING);
                    me->SendMeleeAttackStart(victim);
                }
                if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == IDLE_MOTION_TYPE)
                    me->GetMotionMaster()->MoveChase(victim, m_AttackDistance, m_AttackAngle);          // Targeted movement generator will start melee automatically, no need to send it explicitly
            }
        }
        else
        {
            if (me->isInCombat())
            {
                Unit* victim = me->getVictim();
                if (action.combat_movement.melee && victim)
                {
                    me->ClearUnitState(UNIT_STAT_MELEE_ATTACKING);
                    me->SendMeleeAttackStop(victim);
                }
                if (me->GetMotionMaster()->GetCurrentMovementGeneratorType() == TARGETED_MOTION_TYPE)
                    me->GetMotionMaster()->MoveIdle();
            }
        }
        break;
    case ACTION_T_SET_PHASE:
        m_Phase = action.set_phase.phase;
        break;
    case ACTION_T_INC_PHASE:
    {
        int32 new_phase = int32(m_Phase) + action.set_inc_phase.step;
        if (new_phase < 0)
        {
            sLog->outErrorDb("CreatureEventAI: Event %d decrease m_Phase under 0. CreatureEntry = %d", EventId, me->GetEntry());
            m_Phase = 0;
        }
        else if (new_phase >= MAX_PHASE)
        {
            sLog->outErrorDb("CreatureEventAI: Event %d incremented m_Phase above %u. m_Phase mask cannot be used with phases past %u. CreatureEntry = %d", EventId, MAX_PHASE - 1, MAX_PHASE - 1, me->GetEntry());
            m_Phase = MAX_PHASE - 1;
        }
        else
            m_Phase = new_phase;

        break;
    }
    case ACTION_T_EVADE:
        EnterEvadeMode();
        break;
    case ACTION_T_FLEE_FOR_ASSIST:
        me->DoFleeToGetAssistance();
        break;
    case ACTION_T_QUEST_EVENT_ALL:
        if (pActionInvoker && pActionInvoker->GetTypeId() == TYPEID_PLAYER)
        {
            if (Unit* Temp = Unit::GetUnit(*me, pActionInvoker->GetGUID()))
                if (Temp->GetTypeId() == TYPEID_PLAYER)
                    Temp->ToPlayer()->GroupEventHappens(action.quest_event_all.questId, me);
        }
        break;
    case ACTION_T_CAST_EVENT_ALL:
    {
        std::list<HostileReference*>& threatList = me->getThreatManager().getThreatList();
        for (std::list<HostileReference*>::iterator i = threatList.begin(); i != threatList.end(); ++i)
            if (Unit* Temp = Unit::GetUnit(*me, (*i)->getUnitGuid()))
                if (Temp->GetTypeId() == TYPEID_PLAYER)
                    Temp->ToPlayer()->CastedCreatureOrGO(action.cast_event_all.creatureId, me->GetGUID(), action.cast_event_all.spellId);
        break;
    }
    case ACTION_T_REMOVEAURASFROMSPELL:
        if (Unit* target = GetTargetByType(action.remove_aura.target, pActionInvoker))
            target->RemoveAurasDueToSpell(action.remove_aura.spellId);
        break;
    case ACTION_T_RANGED_MOVEMENT:
        m_AttackDistance = (float) action.ranged_movement.distance;
        m_AttackAngle = action.ranged_movement.angle / 180.0f * M_PI;

        if (m_CombatMovementEnabled)
        {
            me->GetMotionMaster()->MoveChase(me->getVictim(), m_AttackDistance, m_AttackAngle);
        }
        break;
    case ACTION_T_RANDOM_PHASE:
        m_Phase = GetRandActionParam(rnd, action.random_phase.phase1, action.random_phase.phase2, action.random_phase.phase3);
        break;
    case ACTION_T_RANDOM_PHASE_RANGE:
        if (action.random_phase_range.phaseMin <= action.random_phase_range.phaseMax)
            m_Phase = urand(action.random_phase_range.phaseMin, action.random_phase_range.phaseMax);
        else
            sLog->outErrorDb("CreatureEventAI: ACTION_T_RANDOM_PHASE_RANGE cannot have Param2 < Param1. Event = %d. CreatureEntry = %d", EventId, me->GetEntry());
        break;
    case ACTION_T_SUMMON_ID:
    {
        Unit* target = GetTargetByType(action.summon_id.target, pActionInvoker);

        CreatureEventAI_Summon_Map::const_iterator i = sEventAIMgr->GetCreatureEventAISummonMap().find(action.summon_id.spawnId);
        if (i == sEventAIMgr->GetCreatureEventAISummonMap().end())
        {
            sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. Summon map index %u does not exist. EventID %d. CreatureID %d", action.summon_id.creatureId, action.summon_id.spawnId, EventId, me->GetEntry());
            return;
        }

        Creature* pCreature = NULL;
        if ((*i).second.SpawnTimeSecs)
            pCreature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, (*i).second.SpawnTimeSecs);
        else
            pCreature = me->SummonCreature(action.summon_id.creatureId, (*i).second.position_x, (*i).second.position_y, (*i).second.position_z, (*i).second.orientation, TEMPSUMMON_TIMED_DESPAWN_OUT_OF_COMBAT, 0);

        if (!pCreature)
            sLog->outErrorDb("CreatureEventAI: failed to spawn creature %u. EventId %d.Creature %d", action.summon_id.creatureId, EventId, me->GetEntry());
        else if (action.summon_id.target != TARGET_T_SELF && target)
            pCreature->AI()->AttackStart(target);

        break;
    }
    case ACTION_T_KILLED_MONSTER:
        //first attempt player who tapped creature
        if (Player* pPlayer = me->GetLootRecipient())
            pPlayer->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, pPlayer);          // pPlayer as param is a hacky solution not to use GUID
        else
        {
            //if not available, use pActionInvoker
            if (Unit* pTarget = GetTargetByType(action.killed_monster.target, pActionInvoker))
                if (Player* pPlayer2 = pTarget->GetCharmerOrOwnerPlayerOrPlayerItself())
                    pPlayer2->RewardPlayerAndGroupAtEvent(action.killed_monster.creatureId, pPlayer2);
        }
        break;
    case ACTION_T_SET_INST_DATA:
    {
        InstanceScript* pInst = (InstanceScript*) me->GetInstanceScript();
        if (!pInst)
        {
            sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data without instance script. Creature %d", EventId, me->GetEntry());
            return;
        }

        pInst->SetData(action.set_inst_data.field, action.set_inst_data.value);
        break;
    }
    case ACTION_T_SET_INST_DATA64:
    {
        Unit* target = GetTargetByType(action.set_inst_data64.target, pActionInvoker);
        if (!target)
        {
            sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 but Target == NULL. Creature %d", EventId, me->GetEntry());
            return;
        }

        InstanceScript* pInst = (InstanceScript*) me->GetInstanceScript();
        if (!pInst)
        {
            sLog->outErrorDb("CreatureEventAI: Event %d attempt to set instance data64 without instance script. Creature %d", EventId, me->GetEntry());
            return;
        }

        pInst->SetData64(action.set_inst_data64.field, target->GetGUID());
        break;
    }
    case ACTION_T_UPDATE_TEMPLATE:
        if (me->GetEntry() == action.update_template.creatureId)
        {
            sLog->outErrorDb("CreatureEventAI: Event %d ACTION_T_UPDATE_TEMPLATE call with param1 == current entry. Creature %d", EventId, me->GetEntry());
            return;
        }

        me->UpdateEntry(action.update_template.creatureId, action.update_template.team ? HORDE : ALLIANCE);
        break;
    case ACTION_T_DIE:
        if (me->isDead())
        {
            sLog->outErrorDb("CreatureEventAI: Event %d ACTION_T_DIE on dead creature. Creature %d", EventId, me->GetEntry());
            return;
        }
        me->Kill(me);
        break;
    case ACTION_T_ZONE_COMBAT_PULSE:
    {
        me->SetInCombatWithZone();
        break;
    }
    case ACTION_T_CALL_FOR_HELP:
    {
        me->CallForHelp((float) action.call_for_help.radius);
        break;
    }
        break;

        // ARKCORE ONLY
    case ACTION_T_MOVE_RANDOM_POINT:          //dosen't work in combat
    {
        float x, y, z;
        me->GetClosePoint(x, y, z, me->GetObjectSize() / 3, (float) action.raw.param1);
        me->GetMotionMaster()->MovePoint(0, x, y, z);
        break;
    }
    case ACTION_T_SET_STAND_STATE:
        me->SetStandState(UnitStandStateType(action.raw.param1));
        break;
    case ACTION_T_SET_PHASE_MASK:
        me->SetPhaseMask(action.raw.param1, true);
        break;
    case ACTION_T_SET_VISIBILITY:
        me->SetVisible(bool(action.raw.param1));
        break;
    case ACTION_T_SET_ACTIVE:
        me->setActive(action.raw.param1 ? true : false);
        break;
    case ACTION_T_SET_AGGRESSIVE:
        me->SetReactState(ReactStates(action.raw.param1));
        break;
    case ACTION_T_ATTACK_START_PULSE:
        AttackStart(me->SelectNearestTarget((float) action.raw.param1));
        break;
    case ACTION_T_SUMMON_GO:
    {
        GameObject* pObject = NULL;

        float x, y, z;
        me->GetPosition(x, y, z);
        pObject = me->SummonGameObject(action.raw.param1, x, y, z, 0, 0, 0, 0, 0, action.raw.param2);
        if (!pObject)
        {
            sLog->outErrorDb("TSCR: EventAI failed to spawn object %u. Spawn event %d is on creature %d", action.raw.param1, EventId, me->GetEntry());
        }
        break;
    }

    case ACTION_T_SET_SHEATH:
    {
        me->SetSheath(SheathState(action.set_sheath.sheath));
        break;
    }
    case ACTION_T_FORCE_DESPAWN:
    {
        me->ForcedDespawn(action.forced_despawn.msDelay);
        break;
    }
    case ACTION_T_SET_INVINCIBILITY_HP_LEVEL:
    {
        if (action.invincibility_hp_level.is_percent)
            m_InvinceabilityHpLevel = me->CountPctFromMaxHealth(action.invincibility_hp_level.hp_level);
        else
            m_InvinceabilityHpLevel = action.invincibility_hp_level.hp_level;
        break;
    }
    case ACTION_T_MOUNT_TO_ENTRY_OR_MODEL:
    {
        if (action.mount.creatureId || action.mount.modelId)
        {
            // set model based on entry from creature_template
            if (action.mount.creatureId)
            {
                if (CreatureInfo const* cInfo = GetCreatureTemplateStore(action.mount.creatureId))
                {
                    uint32 display_id = sObjectMgr->ChooseDisplayId(0, cInfo);
                    me->Mount(display_id);
                }
            }
            //if no param1, then use value from param2 (modelId)
            else
                me->Mount(action.mount.modelId);
        }
        else
            me->Unmount();

        break;
    }
    }
}

void CreatureEventAI::JustRespawned()
{
    Reset();

    if (m_bEmptyList)
        return;

    //Handle Spawned Events
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        if (SpawnedEventConditionsCheck((*i).Event))
            ProcessEvent(*i);
}

void CreatureEventAI::Reset()
{
    m_EventUpdateTime = EVENT_UPDATE_TIME;
    m_EventDiff = 0;

    if (m_bEmptyList)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_RESET)
            ProcessEvent(*i);
    }

    //Reset all events to enabled
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        CreatureEventAI_Event const& event = (*i).Event;
        switch (event.event_type)
        {
        //Reset all out of combat timers
        case EVENT_T_TIMER_OOC:
        {
            if ((*i).UpdateRepeatTimer(me, event.timer.initialMin, event.timer.initialMax))
                (*i).Enabled = true;
            break;
        }
            //default:
            //TODO: enable below code line / verify this is correct to enable events previously disabled (ex. aggro yell), instead of enable this in void EnterCombat()
            //(*i).Enabled = true;
            //(*i).Time = 0;
            //break;
        }
    }
}

void CreatureEventAI::JustReachedHome()
{
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        {
            if ((*i).Event.event_type == EVENT_T_REACHED_HOME)
                ProcessEvent(*i);
        }
    }

    Reset();
}

void CreatureEventAI::EnterEvadeMode()
{
    CreatureAI::EnterEvadeMode();

    if (m_bEmptyList)
        return;

    //Handle Evade events
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_EVADE)
            ProcessEvent(*i);
    }
}

void CreatureEventAI::JustDied(Unit* killer)
{
    Reset();

    if (m_bEmptyList)
        return;

    //Handle Evade events
    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_DEATH)
            ProcessEvent(*i, killer);
    }

    // reset phase after any death state events
    m_Phase = 0;
}

void CreatureEventAI::KilledUnit(Unit* victim)
{
    if (m_bEmptyList || victim->GetTypeId() != TYPEID_PLAYER)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_KILL)
            ProcessEvent(*i, victim);
    }
}

void CreatureEventAI::JustSummoned(Creature* pUnit)
{
    if (m_bEmptyList || !pUnit)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
    {
        if ((*i).Event.event_type == EVENT_T_SUMMONED_UNIT)
            ProcessEvent(*i, pUnit);
    }
}

void CreatureEventAI::EnterCombat(Unit *enemy)
{
    //Check for on combat start events
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        {
            CreatureEventAI_Event const& event = (*i).Event;
            switch (event.event_type)
            {
            case EVENT_T_AGGRO:
                (*i).Enabled = true;
                ProcessEvent(*i, enemy);
                break;
                //Reset all in combat timers
            case EVENT_T_TIMER:
                if ((*i).UpdateRepeatTimer(me, event.timer.initialMin, event.timer.initialMax))
                    (*i).Enabled = true;
                break;
                //All normal events need to be re-enabled and their time set to 0
            default:
                (*i).Enabled = true;
                (*i).Time = 0;
                break;
            }
        }
    }

    m_EventUpdateTime = EVENT_UPDATE_TIME;
    m_EventDiff = 0;
}

void CreatureEventAI::AttackStart(Unit *who)
{
    if (!who)
        return;

    if (me->Attack(who, m_MeleeEnabled))
    {
        if (m_CombatMovementEnabled)
        {
            me->GetMotionMaster()->MoveChase(who, m_AttackDistance, m_AttackAngle);
        }
        else
        {
            me->GetMotionMaster()->MoveIdle();
        }
    }
}

void CreatureEventAI::MoveInLineOfSight(Unit *who)
{
    if (me->getVictim())
        return;

    //Check for OOC LOS Event
    if (!m_bEmptyList)
    {
        for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
        {
            if ((*itr).Event.event_type == EVENT_T_OOC_LOS)
            {
                //can trigger if closer than fMaxAllowedRange
                float fMaxAllowedRange = (float) ((*itr).Event.ooc_los.maxRange);

                //if range is ok and we are actually in LOS
                if (me->IsWithinDistInMap(who, fMaxAllowedRange) && me->IsWithinLOSInMap(who))
                {
                    //if friendly event&&who is not hostile OR hostile event&&who is hostile
                    if (((*itr).Event.ooc_los.noHostile && !me->IsHostileTo(who)) || ((!(*itr).Event.ooc_los.noHostile) && me->IsHostileTo(who)))
                        ProcessEvent(*itr, who);
                }
            }
        }
    }

    CreatureAI::MoveInLineOfSight(who);
}

void CreatureEventAI::SpellHit(Unit* pUnit, const SpellEntry* pSpell)
{
    if (m_bEmptyList)
        return;

    for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
        if ((*i).Event.event_type == EVENT_T_SPELLHIT)
            //If spell id matches (or no spell id) & if spell school matches (or no spell school)
            if (!(*i).Event.spell_hit.spellId || pSpell->Id == (*i).Event.spell_hit.spellId)
                if (pSpell->SchoolMask & (*i).Event.spell_hit.schoolMask)
                    ProcessEvent(*i, pUnit);
}

void CreatureEventAI::UpdateAI(const uint32 diff)
{
    //Check if we are in combat (also updates calls threat update code)
    bool Combat = UpdateVictim();

    if (!m_bEmptyList)
    {
        //Events are only updated once every EVENT_UPDATE_TIME ms to prevent lag with large amount of events
        if (m_EventUpdateTime <= diff)
        {
            m_EventDiff += diff;

            //Check for time based events
            for (CreatureEventAIList::iterator i = m_CreatureEventAIList.begin(); i != m_CreatureEventAIList.end(); ++i)
            {
                //Decrement Timers
                if ((*i).Time)
                {
                    if (m_EventDiff <= (*i).Time)
                    {
                        //Do not decrement timers if event cannot trigger in this phase
                        if (!((*i).Event.event_inverse_phase_mask & (1 << m_Phase)))
                            (*i).Time -= m_EventDiff;

                        //Skip processing of events that have time remaining
                        continue;
                    }
                    else
                        (*i).Time = 0;
                }

                //Events that are updated every EVENT_UPDATE_TIME
                switch ((*i).Event.event_type)
                {
                case EVENT_T_TIMER_OOC:
                    ProcessEvent(*i);
                    break;
                case EVENT_T_TIMER:
                case EVENT_T_MANA:
                case EVENT_T_HP:
                case EVENT_T_TARGET_HP:
                case EVENT_T_TARGET_CASTING:
                case EVENT_T_FRIENDLY_HP:
                    if (me->getVictim())
                        ProcessEvent(*i);
                    break;
                case EVENT_T_RANGE:
                    if (me->getVictim())
                        if (me->IsInMap(me->getVictim()))
                            if (me->IsInRange(me->getVictim(), (float) (*i).Event.range.minDist, (float) (*i).Event.range.maxDist))
                                ProcessEvent(*i);
                    break;
                }
            }

            m_EventDiff = 0;
            m_EventUpdateTime = EVENT_UPDATE_TIME;
        }
        else
        {
            m_EventDiff += diff;
            m_EventUpdateTime -= diff;
        }
    }

    //Melee Auto-Attack
    if (Combat && m_MeleeEnabled)
        DoMeleeAttackIfReady();
}

inline uint32 CreatureEventAI::GetRandActionParam(uint32 rnd, uint32 param1, uint32 param2, uint32 param3)
{
    switch (rnd % 3)
    {
    case 0:
        return param1;
    case 1:
        return param2;
    case 2:
        return param3;
    }
    return 0;
}

inline int32 CreatureEventAI::GetRandActionParam(uint32 rnd, int32 param1, int32 param2, int32 param3)
{
    switch (rnd % 3)
    {
    case 0:
        return param1;
    case 1:
        return param2;
    case 2:
        return param3;
    }
    return 0;
}

inline Unit* CreatureEventAI::GetTargetByType(uint32 Target, Unit* pActionInvoker)
{
    switch (Target)
    {
    case TARGET_T_SELF:
        return me;
    case TARGET_T_HOSTILE:
        return me->getVictim();
    case TARGET_T_HOSTILE_SECOND_AGGRO:
        return SelectTarget(SELECT_TARGET_TOPAGGRO, 1);
    case TARGET_T_HOSTILE_LAST_AGGRO:
        return SelectTarget(SELECT_TARGET_BOTTOMAGGRO, 0);
    case TARGET_T_HOSTILE_RANDOM:
        return SelectTarget(SELECT_TARGET_RANDOM, 0);
    case TARGET_T_HOSTILE_RANDOM_NOT_TOP:
        return SelectTarget(SELECT_TARGET_RANDOM, 1);
    case TARGET_T_ACTION_INVOKER:
        return pActionInvoker;
    default:
        return NULL;
    };
}

Unit* CreatureEventAI::DoSelectLowestHpFriendly(float range, uint32 MinHPDiff)
{
    CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

    Unit* pUnit = NULL;

    Trinity::MostHPMissingInRange u_check(me, range, MinHPDiff);
    Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange> searcher(me, pUnit, u_check);

    /*
     typedef TYPELIST_4(GameObject, Creature*except pets*, DynamicObject, Corpse*Bones*) AllGridObjectTypes;
     This means that if we only search grid then we cannot possibly return pets or players so this is safe
     */
    TypeContainerVisitor<Trinity::UnitLastSearcher<Trinity::MostHPMissingInRange>, GridTypeMapContainer> grid_unit_searcher(searcher);

    cell.Visit(p, grid_unit_searcher, *me->GetMap(), *me, range);
    return pUnit;
}

void CreatureEventAI::DoFindFriendlyCC(std::list<Creature*>& _list, float range)
{
    CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

    Trinity::FriendlyCCedInRange u_check(me, range);
    Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange> searcher(me, _list, u_check);

    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyCCedInRange>, GridTypeMapContainer> grid_creature_searcher(searcher);

    cell.Visit(p, grid_creature_searcher, *me->GetMap());
}

void CreatureEventAI::DoFindFriendlyMissingBuff(std::list<Creature*>& _list, float range, uint32 spellid)
{
    CellPair p(Trinity::ComputeCellPair(me->GetPositionX(), me->GetPositionY()));
    Cell cell(p);
    cell.data.Part.reserved = ALL_DISTRICT;
    cell.SetNoCreate();

    Trinity::FriendlyMissingBuffInRange u_check(me, range, spellid);
    Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange> searcher(me, _list, u_check);

    TypeContainerVisitor<Trinity::CreatureListSearcher<Trinity::FriendlyMissingBuffInRange>, GridTypeMapContainer> grid_creature_searcher(searcher);

    cell.Visit(p, grid_creature_searcher, *me->GetMap());
}

// *********************************
// *** Functions used globally ***

void CreatureEventAI::DoScriptText(int32 textEntry, WorldObject* pSource, Unit* target)
{
    if (!pSource)
    {
        sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i, invalid Source pointer.", textEntry);
        return;
    }

    if (textEntry >= 0)
    {
        sLog->outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) attempts to process text entry %i, but text entry must be negative.", pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), textEntry);
        return;
    }

    CreatureEventAI_TextMap::const_iterator i = sEventAIMgr->GetCreatureEventAITextMap().find(textEntry);

    if (i == sEventAIMgr->GetCreatureEventAITextMap().end())
    {
        sLog->outErrorDb("CreatureEventAI: DoScriptText with source entry %u (TypeId=%u, guid=%u) could not find text entry %i.", pSource->GetEntry(), pSource->GetTypeId(), pSource->GetGUIDLow(), textEntry);
        return;
    }

    sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: DoScriptText: text entry=%i, Sound=%u, Type=%u, Language=%u, Emote=%u", textEntry, (*i).second.SoundId, (*i).second.Type, (*i).second.Language, (*i).second.Emote);

    if ((*i).second.SoundId)
    {
        if (GetSoundEntriesStore()->LookupEntry((*i).second.SoundId))
            pSource->PlayDirectSound((*i).second.SoundId);
        else
            sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process invalid sound id %u.", textEntry, (*i).second.SoundId);
    }

    if ((*i).second.Emote)
    {
        if (pSource->GetTypeId() == TYPEID_UNIT || pSource->GetTypeId() == TYPEID_PLAYER)
        {
            ((Unit*) pSource)->HandleEmoteCommand((*i).second.Emote);
        }
        else
            sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i tried to process emote for invalid TypeId (%u).", textEntry, pSource->GetTypeId());
    }

    switch ((*i).second.Type)
    {
    case CHAT_TYPE_SAY:
        pSource->MonsterSay(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
        break;
    case CHAT_TYPE_YELL:
        pSource->MonsterYell(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
        break;
    case CHAT_TYPE_TEXT_EMOTE:
        pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0);
        break;
    case CHAT_TYPE_BOSS_EMOTE:
        pSource->MonsterTextEmote(textEntry, target ? target->GetGUID() : 0, true);
        break;
    case CHAT_TYPE_WHISPER:
    {
        if (target && target->GetTypeId() == TYPEID_PLAYER)
            pSource->MonsterWhisper(textEntry, target->GetGUID());
        else
            sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
    }
        break;
    case CHAT_TYPE_BOSS_WHISPER:
    {
        if (target && target->GetTypeId() == TYPEID_PLAYER)
            pSource->MonsterWhisper(textEntry, target->GetGUID(), true);
        else
            sLog->outErrorDb("CreatureEventAI: DoScriptText entry %i cannot whisper without target unit (TYPEID_PLAYER).", textEntry);
    }
        break;
    case CHAT_TYPE_ZONE_YELL:
        pSource->MonsterYellToZone(textEntry, (*i).second.Language, target ? target->GetGUID() : 0);
        break;
    }
}

bool CreatureEventAI::CanCast(Unit* Target, SpellEntry const *Spell, bool Triggered)
{
    //No target so we can't cast
    if (!Target || !Spell)
        return false;

    //Silenced so we can't cast
    if (!Triggered && me->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_SILENCED))
        return false;

    //Check for power
    if (!Triggered && me->GetPower((Powers) Spell->powerType) < CalculatePowerCost(Spell, me, GetSpellSchoolMask(Spell)))
        return false;

    SpellRangeEntry const *TempRange = NULL;

    TempRange = GetSpellRangeStore()->LookupEntry(Spell->rangeIndex);

    //Spell has invalid range store so we can't use it
    if (!TempRange)
        return false;

    //Unit is out of range of this spell
    if (!me->IsInRange(Target, TempRange->minRangeHostile, TempRange->maxRangeHostile))
        return false;

    return true;
}

void CreatureEventAI::ReceiveEmote(Player* pPlayer, uint32 text_emote)
{
    if (m_bEmptyList)
        return;

    for (CreatureEventAIList::iterator itr = m_CreatureEventAIList.begin(); itr != m_CreatureEventAIList.end(); ++itr)
    {
        if ((*itr).Event.event_type == EVENT_T_RECEIVE_EMOTE)
        {
            if ((*itr).Event.receive_emote.emoteId != text_emote)
                return;

            Condition cond;
            cond.mConditionType = ConditionType((*itr).Event.receive_emote.condition);
            cond.mConditionValue1 = (*itr).Event.receive_emote.conditionValue1;
            cond.mConditionValue2 = (*itr).Event.receive_emote.conditionValue2;

            if (cond.Meets(pPlayer))
            {
                sLog->outDebug(LOG_FILTER_DATABASE_AI, "CreatureEventAI: ReceiveEmote CreatureEventAI: Condition ok, processing");
                ProcessEvent(*itr, pPlayer);
            }
        }
    }
}

void CreatureEventAI::DamageTaken(Unit* /*done_by*/, uint32& damage)
{
    if (m_InvinceabilityHpLevel > 0 && me->GetHealth() < m_InvinceabilityHpLevel + damage)
    {
        if (me->GetHealth() <= m_InvinceabilityHpLevel)
            damage = 0;
        else
            damage = me->GetHealth() - m_InvinceabilityHpLevel;
    }
}

bool CreatureEventAI::SpawnedEventConditionsCheck(CreatureEventAI_Event const& event)
{
    if (event.event_type != EVENT_T_SPAWNED)
        return false;

    switch (event.spawned.condition)
    {
    case SPAWNED_EVENT_ALWAY:
        // always
        return true;
    case SPAWNED_EVENT_MAP:
        // map ID check
        return me->GetMapId() == event.spawned.conditionValue1;
    case SPAWNED_EVENT_ZONE:
    {
        // zone ID check
        uint32 zone, area;
        me->GetZoneAndAreaId(zone, area);
        return zone == event.spawned.conditionValue1 || area == event.spawned.conditionValue1;
    }
    default:
        break;
    }

    return false;
}
